Method, computer, and program for providing game

ABSTRACT

A controller collectively transmits game view data of a game having a set of a plurality of rounds to a user terminal. The game view data corresponds to a first subset of rounds including a predetermined number of rounds in the plurality of rounds. The controller collectively transmits game view data corresponding to a second subset of rounds to the user terminal responsive to detecting that the first subset of the rounds is completed. The second subset of rounds includes the predetermined number of rounds subsequent to the completed rounds.

RELATED APPLICATIONS

The application claims the benefit of Japanese Patent Application No.2014-012956, filed Jan. 28, 2014, said application being hereby fullyincorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to a method, a computer, and a program forefficiently providing game content through a web application.

BACKGROUND OF THE INVENTION

Today, application software such as various types of online games areprovided to users who use computer terminals such as smartphones. Anative application is directly interpreted by a microprocessor of aterminal such as a personal computer or a smartphone and executed. Onthe other hand, a web application is executed on a browser of theterminal regardless of the type of the terminal.

When game content is provided, a server apparatus can operate accordingto the progress status of the game to prevent decrease in user's desirefor the continuation of the game (for example, see Japanese Laid-OpenPatent Publication No. 2013-128603). The server apparatus causes thegame to progress while communicating with the terminal of the user. In acase where a first event occurs during the game in progress, the serverapparatus reduces a parameter value for the game target and createsfirst display data corresponding thereto. In addition, the serverapparatus counts the frequency of occurrence of the first event, andsets a winning rate of the occurrence of a second event based on thefrequency of the occurrence of the first event and the parameter value.The server apparatus performs a lottery to determine whether the secondevent occurs based on the winning rate thus set. In a case where thesecond event occurs, the server apparatus reduces the parameter valuefor the game target, creates second display data corresponding thereto,and transmits the first display data and the second display data to theterminal.

However, when game content corresponding to a plurality of rounds istransmitted at a time, time is required for transmission, and thus, theuser is kept waiting for the time until the game starts. Specifically,in a case where a variety of content is provided to the user forincreasing user's interest, the amount of transmitted content tends toincrease. On the other hand, when the game content is transmitted atevery round, it prevents a smooth progress of the game in some cases.

SUMMARY OF THE INVENTION

Accordingly, it is an objective of the invention to provide a method, acomputer, and a program for efficiently providing game content through aweb application. To achieve the foregoing objective and in accordancewith one aspect of the present invention, a method for providing a gameis provided. The method includes: by a controller, collectivelytransmitting game view data of a game having a set of a plurality ofrounds to a user terminal, the game view data corresponding to a firstsubset of rounds including a predetermined number of rounds in theplurality of rounds; and responsive to detecting that the first subsetof the rounds is completed, collectively transmitting, to the userterminal, game view data corresponding to a second subset of roundsincluding the predetermined number of rounds subsequent to the completedrounds.

In accordance with another aspect of the present invention, a computerthat includes a controller is provided. The controller is operative tocollectively transmit game view data of a game having a set of aplurality of rounds to a user terminal, the game view data correspondingto a first subset of rounds including a predetermined number of roundsin the plurality of rounds. The controller is also operative to,responsive to detecting that the first subset of the rounds iscompleted, collectively transmit, to the user terminal, game view datacorresponding to a second subset of rounds including the predeterminednumber of rounds subsequent to the completed rounds.

In accordance with a further aspect of the present invention, anon-transitory computer-readable storage medium with a program storedtherein for executing a method is provided. The method includes: by acontroller, collectively transmitting game view data of a game having aset of a plurality of rounds to a user terminal, the game view datacorresponding to a first subset of rounds including a predeterminednumber of rounds in the plurality of rounds; and responsive to detectingthat the first subset of the rounds is completed, collectivelytransmitting, to the user terminal, game view data corresponding to asecond subset of rounds including the predetermined number of roundssubsequent to the completed rounds.

(1) The game providing method to solve the above-mentioned problem usesa game providing computer that includes a storage section configured tomanage a game having a plurality of rounds and a controller connected toa user terminal. The controller collectively transmits the game viewdata of rounds of a subtotal number to the user terminal that uses thegame, and collectively transmits the game view data by the subtotalround count to the user terminal from the round subsequent to thecompleted rounds transmitted to the user terminal. With thisconfiguration, the waiting time until the game starts is reduced, andallows the game to efficiently progress.

(2) In the game providing method, in a case where it is detected thatthe rounds of the subtotal round count transmitted to the user terminalhave been completed, the controller preferably transmits the view datapresenting intermediate result information to the user terminal. Withthis configuration, it is possible to grasp that battles of the subtotalround count have been completed.

(3) In the game providing method, in a case where it is detected thatthe rounds of the subtotal round count transmitted to the user terminalare completed, the controller preferably transmits, to the userterminal, the view data for checking the user of his/her willingness tocontinue with the battle. With this configuration, it is possible toretire from the battle in the middle of the rounds.

(4) In the game providing method, in a case where it is detected thatthe rounds of the subtotal round count transmitted to the user terminalare completed, the controller preferably transmits the view data forinforming the user of an achieved round count to the user terminal. Withthis configuration, it is possible to grasp the number of completedrounds.

(5) In the game providing method, in a case where it is detected thatthe rounds of the subtotal round count transmitted to the user terminalare completed, the controller preferably identifies a user related tothe user who uses the user terminal, identifies the progress status ofthe game of the related user, and transmits the view data for informingthe progress information of the related user to the user terminal. Withthis configuration, it is possible to grasp the progress status of therelated user.

(6) In the game providing method, the controller preferably identifiesthe terminal attribute of the user terminal and determines the subtotalround count based on the terminal attribute. With this configuration, itis possible to efficiently transmit the game view data while taking thestatus of the user terminal into consideration.

(7) In the game providing method, the storage section preferably storesa user attribute for each user, and the controller preferably identifiesthe user attribute of the user who uses the user terminal using thestorage section and determines the subtotal round count based on theuser attribute. With this configuration, it is possible to efficientlytransmit the game view data while taking the user status intoconsideration.

(8) In the game providing method, the storage section preferably storesthe relevance of each round, and the controller identifies the relevanceto a newly transmitted round using the storage section and determinesthe subtotal round count so that highly associated rounds can becollectively transmitted based on the relevance. With thisconfiguration, it is possible to efficiently transmit the game view datawhile taking the progress of the game into consideration.

(9) In the game providing method, the controller preferably specifiesthe upper limit value of the subtotal round count to be collectivelytransmitted to the user terminal in the game. If a desired number ofrounds equal to or less than the upper limit value is acquired from theuser terminal, the desired number of rounds is preferably determined asthe subtotal round count. With this configuration, it is possible toefficiently transmit the game view data while taking the user's statusand desire into consideration.

Other aspects and advantages of the invention will become apparent fromthe following description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of theinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention, together with objects and advantages thereof, may best beunderstood by reference to the following description of the presentlypreferred embodiments together with the accompanying drawings in which:

FIG. 1 is a diagram schematically illustrating a system according to oneembodiment;

FIGS. 2 and 3 are explanatory diagrams describing procedures of thesystem of FIG. 1;

FIG. 4 is an explanatory diagram describing a view in the procedures ofFIGS. 2 and 3; and

FIGS. 5 to 8 are explanatory diagrams describing procedures of a systemof another embodiment.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, a method for providing a game according to one embodimentwill be described with reference to FIGS. 1 to 4. In the presentembodiment, it is assumed that game content is provided to a user.

As illustrated in FIG. 1, a user terminal 10 and a management server 20(computer) are used in the method of the present embodiment. The userterminal 10 and the management server 20 are connected to each otherthrough a network such as the Internet.

The user terminal 10 is a computer terminal (an information processingterminal such as a smartphone) that is used by a user who plays a game.The user terminal 10 includes a browser 11 (program), through which thegame content provided from the management server 20 is used. The browser11 stores view data acquired from the management server 20 in thebrowser memory, and outputs the view data to the display.

As illustrated in FIG. 4, in the present embodiment, an event top view501, a battle top view 502, a party select view 503, a load view 504,and a battle view 505 are used. In addition, an intermediate result view510, a defeat result view 511, and an all-completion view 512 are used.

The event top view 501 is a view that introduces an event on the game.

The battle top view 502 is an initial view that is displayed before thegame starts.

The party select view 503 is a view that is used to select othercharacters (fellows) to be included in the party of the user's characterin the game and items to be used in the game. When the user's characterstarts the battle with the opponent's character (enemy) in the game,other characters join the battle together with the user's character. Inthe present example, a predetermined number of characters and items areselected from candidates such as a plurality of characters and items. Inaddition, another user's character participating in the game can also beselected as a fellow user.

The load view 504 is a wait view that is displayed during a period whenview data (battle view data) of the battle view 505 is downloaded.

The battle view 505 is displayed when a battle is performed. In thepresent embodiment, the battle view 505 is changed for each round of abattle.

The intermediate result view 510 is set to present intermediate resultinformation indicating the completed battles such as a predeterminednumber (a predetermined round count) of winning rounds in the battle. Inaddition, the intermediate result view 510, for example, includes anindication indicating an achieved round count such as the total numberof completed rounds in this game and an indication for checking the userof his/her willingness to continue with the battle such as a selectableicon.

The defeat result view 511 is displayed in a case where the user isdefeated in the battle.

The all-completion view 512 is displayed in a case where all the roundsare completed.

The management server 20 is a server computer that provides varioustypes of game content to the user terminal 10. In the presentembodiment, a case where the server computer provides a battle gameincluding a plurality of rounds to the user is assumed. The game contentis written HTML5, and executed on the browser.

As illustrated in FIG. 1, the management server 20 includes a controller21, which includes a CPU, a RAM, a ROM and the like, a user informationstorage section 22, a game information storage section 23, a contentstorage section 24, and an event information storage section 25. Thecontroller 21 functions as a login management section 211 and a gamemanagement section 212 by executing a program for providing a game.

The login management section 211 manages users who use the game. In thepresent embodiment, in a case where login authentication is successfullypassed in the login management section 211, a session for the userterminal 10 is handed over to the game management section 212.

The game management section 212 transmits the game content to each userterminal 10. The game management section 212 stores game statusinformation in a temporary memory. The game management section 212registers the game status information at the time when the user startsthe game, and deletes the information at the time when the user ends thegame. The game status information includes a user ID, a game ID, aparty, and information relating to a progress status.

In a user ID data area, data relating to an identifier for identifying auser who uses the game is recorded.

In a game ID data area, data relating to an identifier for identifyingthe game that is used by the user is recorded.

In a party data area, data relating to an identifier for identifying acharacter selected as a fellow and an item for use in the game isrecorded. In addition, data relating to another user (friend)corresponding to the character selected as a fellow user is recorded.

In a progress status data area, data relating to the progress status inthe game is recorded.

The user information storage section 22 stores user information relatingto the user who uses the game. The user information storage section 22stores user information at the time when the user is registered. Theuser information includes data relating to a user ID, a login password,an activated game, and user relevance.

In the user ID data area, data relating to an identifier for identifyingeach user is recorded.

In a login password data area, data for the authentication at the timeof performing login into the management server 20 is recorded.

In an activated game data area, data relating to an identifier (game ID)for identifying the game that is used by the user is recorded. The titleof the game can be identified by the game ID.

In a user relevance data area, data relating to relevance to anotheruser is recorded. Examples of another user include a user belonging tothe same group as that of the user who uses the game, a user who is afriend in the game, and a user who is selected as a fellow in a specificbattle. In the data area, data relating to an identifier for identifyinganother user or a group to which the other user belongs is recorded.

The game information storage section 23 stores game managementinformation relating to the game that is used by the user. The gameinformation storage section 23 stores the game management informationwhen the user registers the game for use, and updates the informationwhen the user plays the game. In the game management information, datarelating to a user ID, an activated game, and a progress status isrecorded.

In the user ID data area, data relating to an identifier for identifyingeach user is recorded.

In the activated game data area, data relating to an identifier foridentifying each game that is used by the user is recorded.

In the progress status data area, data relating to the progress statusof the game by the user is recorded. In the data area, for example,information relating to an item possessed by the character of the user,the ability of the character of the user, the achieved round, and thelike is recorded.

The content storage section 24 stores content information relating togame views provided to the user terminal 10. The content storage section24 stores the content information when the game to be provided to theuser is registered. In the content information, data relating to a gameID, a view ID, and a game view is recorded.

In the game ID data area, data relating to an identifier for identifyingeach game is recorded.

In a view ID data area, data relating to an identifier for identifying aview used in the game is recorded. The view ID can identify the eventtop view 501 to the all-completion view 512 illustrated in FIG. 4, andalso identify the battle view 505 of each round.

In a game view data area, data relating to a view used in the round isrecorded. In the present embodiment, in the game view data area, viewdata for displaying the event top view 501 to the all-completion view512 illustrated in FIG. 4 on the browser is recorded.

The event information storage section 25 stores event informationrelating to an event of each game. The event information storage section25 stores the event information when an event is registered. In theevent information, data relating to a game ID and event content isrecorded.

In the game ID data area, data relating to an identifier for identifyingeach game is recorded.

In an event content data area, data relating to content of an event thatis held in each game is recorded.

Game Providing Process

A game providing process will be described with reference to FIG. 2.

First, the controller 21 of the management server 20 performs a loginprocess (Step S1-1). Specifically, when playing a game, a user uses theuser terminal 10 to access the management server 20, which manages adesired game. In this case, the login management section 211 of thecontroller 21 transmits login view data to the user terminal 10. In thiscase, the user terminal 10 performs a login view display process (StepS2-1). Specifically, the browser 11 of the user terminal 10 outputs thelogin view to a display. The login management section 211 acquires auser ID and a login password that are input in the login view. When theuser ID and the login password are registered in the user informationstorage section 22, the login management section 211 authenticates thelogin as successful and completes the login process on a desired game IDacquired from the user terminal 10.

Next, the controller 21 of the management server 20 performs atransmission process of event top view data (Step S1-2). Specifically,the game management section 212 of the controller 21 acquires eventinformation, in which the desired game ID is recorded, from the eventinformation storage section 25. Next, the game management section 212generates event top view data, in which the acquired event informationis included. The game management section 212 transmits the event topview data to the user terminal 10. In this case, the user terminal 10performs a display process of an event top view (Step S2-2).Specifically, the browser 11 of the user terminal 10 outputs the eventtop view acquired from the management server 20 to the display. The userchecks the content displayed on the event top view. In a case where abattle is performed, the user selects a battle start icon. In this case,the browser 11 transmits a battle start notice to the management server20.

Next, the controller 21 of the management server 20 performs atransmission process of battle top view data (Step S1-3). Specifically,the game management section 212 of the controller 21 generates gamestatus information associated with the user ID, and stores theinformation in the temporary memory. The game management section 212transmits the battle top view data. In this case, the user terminal 10performs a display process of a battle top view (Step S2-3).Specifically, the browser 11 of the user terminal 10 outputs the battletop view acquired from the management server 20 to the display.

Next, the controller 21 of the management server 20 performs atransmission process of party select view data (Step S1-4).Specifically, the game management section 212 of the controller 21outputs a plurality of characters (which are selectable as fellows) oritem candidates for use. Other users who use the game are identified bythe game information storage section 23. The game management section 212generates party select view data, which is used to display partyinformation indicating the fellow characters or item candidates and auser, and transmits the data to the user terminal 10. In this case, theuser terminal 10 performs a display process of a party select view (StepS2-4). Specifically, the browser 11 of the user terminal 10 outputs theparty select view based on the party select view data acquired from themanagement server 20. The user selects, if desired, a desired fellowcharacter or item and other users to form a party. In this case, thebrowser 11 transmits the selected party information indicating theselected fellow character or item candidate and a user to the managementserver 20.

Next, the controller 21 of the management server 20 performs a partyregistration process (Step S1-5). Specifically, the game managementsection 212 of the controller 21 registers the selection partyinformation in the game status information of the temporary memory inassociation with the user ID and the game ID.

Next, the controller 21 of the management server 20 performs a battlemanagement process (Step S1-6). Specifically, the game managementsection 212 of the controller 21 identifies the game progress status inthe user terminal 10. In a case where the battle view data istransmitted for the first time, the game management section 212collectively transmits the view data of the load view 504 and the battleviews 505 from the first round and a predetermined number of successiverounds to the user terminal 10. On the other hand, in a case whereprogress data is acquired from the user terminal 10, the game managementsection 212 collectively transmits the view data of the battle views 505corresponding to the predetermined number of successive rounds from around subsequent to the end round (that is, the last round in thepredetermined round count) to the user terminal 10.

In this case, the user terminal 10 performs a battle process asdescribed below (Step S2-5).

Further, in the battle management process (Step S1-6), in a case whereit is detected that the battle of the predetermined number of rounds iscompleted, the controller 21 of the management server 20 transmits theview data of the intermediate result view 510 to the user terminal 10.In addition, the view data of the intermediate result view 510 may betransmitted to the user terminal 10 in advance, and the browser 11 mayoutput the intermediate result view 510 at the time when it is detectedthat the battle of the predetermined number of rounds is completed.

Further, the controller 21 of the management server 20 performs astorage process of the progress data. Specifically, in a case where theprogress data of the battle is acquired from the user terminal 10, thegame management section 212 of the controller 21 updates the game statusinformation of the temporary memory. In addition, the game managementsection 212 updates the status recorded in the game managementinformation of the game information storage section 23.

Further, the controller 21 of the management server 20 performs achecking process of other users' status. Specifically, the gamemanagement section 212 of the controller 21 identifies, in the temporarymemory, the status of other users who belong to the same group as thatof the user. The game management section 212 includes the identifiedstatus information of other users in the load view 504, and transmitsthe information to the user terminal 10.

Next, the controller 21 of the management server 20 performs adetermining process on whether the battle has ended (Step S1-7). The endof the battle is determined based on whether the data acquired from theuser terminal 10 is the end data or the progress data.

In a case where the data acquired from the user terminal 10 is theprogress data, the controller 21 determines that the battle has notended (“NO” in Step S1-7), returns to the battle management process(Step S1-6), and transmits new battle view data.

In contrast, in a case where the data acquired from the user terminal 10is the end data, the controller 21 determines that the battle has ended(“YES” in Step S1-7), and performs a transmission process of resultdisplay view data (Step S1-8). Specifically, the game management section212 of the controller 21 identifies the progress status (such as an endround) recorded in the temporary memory. In addition, the gamemanagement section 212 updates the status recorded in the gamemanagement information of the game information storage section 23. Thegame management section 212 generates result display view data thatincludes information relating to the progress status. As the resultdisplay view data, any one of the defeat result view 511 and theall-completion view 512 is transmitted to the user terminal 10. In thiscase, the user terminal 10 performs a result display process (StepS2-6), specifically, the browser 11 of the user terminal 10 outputs aresult display view based on the data acquired from the managementserver 20.

In a case where it is detected that the battle has resulted in defeat orretirement, the game management section 212 transmits the view data ofthe defeat result view 511 to the user terminal 10. Further, in a casewhere it is detected that all the rounds have been completed, the gamemanagement section 212 transmits the view data of the all-completionview 512 to the user terminal 10.

Battle Process

Next, the battle process (Step S2-5) in the user terminal 10 will bedescribed with reference to FIG. 3. In the present embodiment, in a casewhere the victory of the user lasts in the battles up to thepredetermined number of rounds (for example, three rounds), thecontroller 21 of the management server 20 transmits the battle view dataof a predetermined number of new rounds after the end of thepredetermined number of the winning rounds. In addition, the battle viewdata of the predetermined number of new rounds is transmitted only in acase where the user makes a selection to continue with the battleprocess.

The user terminal 10 performs a download process (Step S3-1).Specifically, the browser 11 of the user terminal 10 downloads thebattle view data of the game from the management server 20. In thiscase, the browser 11 displays the load view 504 including a messageindicating that the battle view data of a new round is being downloaded.In addition, in a case where the progress status of other usersbelonging to the same group as that of the user or a friend in the gameis acquired from the management server 20, the browser 11 displays theprogress status in the load view 504.

After completely downloading the battle view data, the user terminal 10performs a process of one round among the predetermined number ofdownloaded rounds (Step S3-2). Specifically, the browser 11 of the userterminal 10 temporarily stores the battle view data acquired from themanagement server 20 in the browser memory. Next, the battle view 505 ofa round (the first round immediately after the download) that has notyet been used in the battle is output. The browser 11 performs thebattle process based on information included in the battle view 505. Inthis case, the information regarding the round of the finished battle isrecorded.

Next, the user terminal 10 performs a progress data storage process(Step S3-3). Specifically, the browser 11 of the user terminal 10temporarily stores the progress information of the battle in the roundin the browser memory of the user terminal 10.

In a case where it is detected that the battle in the round has ended,the user terminal 10 performs a determining process on whether the userhas been defeated (Step S3-4). Specifically, the browser 11 of the userterminal 10 makes a determination on the winning or defeat of the battlein the round based on the progress information.

In a case where it is determined that the user has been defeated (“YES”in Step S3-4), the user terminal 10 performs an upload process on enddata (Step S3-10). Specifically, the browser 11 of the user terminal 10transmits the end data to the management server 20. The end dataincludes defeat data indicating that the user has been defeated, andoutcome information (for example, gained items and the like) of thebattle.

On the other hand, in a case where it is determined that the user haswon (not defeated) (“NO” in Step S3-4), the user terminal 10 performs adetermining process on whether there is left rounds (that is, remainingrounds), which has not yet been used in the battle, in the predeterminednumber of downloaded rounds (Step S3-5). Specifically, the browser 11 ofthe user terminal 10 checks whether there are remaining rounds in therounds of the battle view temporarily stored in the browser memory.

In a case where it is determined that there is remaining rounds in thepredetermined number of downloaded rounds (“YES” in Step S3-5), the userterminal 10 performs a specifying process of the next round (Step S3-6).Specifically, the browser 11 of the user terminal 10 specifies thebattle view data of the round subsequent to the end round in the browsermemory.

The user terminal 10 returns to the one round process (Step S3-2).

On the other hand, in a case where it is determined that there are noremaining rounds in the predetermined number of downloaded rounds (thatis, the battle is done in all the rounds) (“NO” in Step S3-5), the userterminal 10 performs an intermediate result view displaying process(Step S3-7). Specifically, the browser 11 of the user terminal 10informs the management server 20 of the victory (round completed), andoutputs the intermediate result view 510, which displays a victorymessage. The intermediate result view 510 includes icons that are usedby the user to select retirement or continuation of the game.

Next, the user terminal 10 performs a determining process on whether thegame will be continued (Step S3-8). Specifically, the browser 11 of theuser terminal 10 determines whether the game will be continued based onan icon selected by the user in the intermediate result view 510.

In a case where a retirement icon is selected in the intermediate resultview 510 and thus it is determined that the game will not be continued(“NO” in Step S3-8), the user terminal 10 performs an upload process onthe end data (Step S3-10). Specifically, the browser 11 of the userterminal 10 transmits the end data to the management server 20. The enddata includes retirement data indicating that the user has selectedretirement, and the outcome information up to this round (for example,gained items and the like).

On the other hand, in a case where a continuation icon is selected inthe intermediate result view 510 and thus it is determined that the gamewill be continued (“YES” in Step S3-8), the user terminal 10 performs anupload process on the progress data (Step S3-9). Specifically, thebrowser 11 of the user terminal 10 transmits the progress data of thepredetermined number of last rounds to the management server 20. Theprogress data includes data relating to the last end round in the userterminal 10 and the outcome information (for example, gained items andthe like) of the predetermined number of last rounds. The user terminal10 returns to the download process (Step S3-1).

According to the above embodiment, the following advantages areachieved.

(1) The controller 21 of the management server 20 performs the battlemanagement process (Step S1-6). Specifically, the game managementsection 212 of the controller 21 collectively transmits the battle viewdata of a predetermined number of rounds to the user terminal 10. In acase where the battle view data of all the rounds is collectivelytransmitted, a waiting time until the transmission is ended becomeslong. Further, in a case where the user is defeated in the middle of around, the user will not use the battle view data of the subsequentround and the data will be wasted. On the other hand, in a case wherethe battle view data is transmitted at each round, the user should waitat the end of each battle until the battle of the next round starts.Since the battle view data is collectively transmitted at eachpredetermined number of rounds, the battle of the predetermined numberof rounds can be continuously played. Further, unlike a case where thesame battle view data for all the predetermined number of rounds isprovided, the battle view 505 can be provided differently depending onthe round, thereby raising interest of the user.

(2) The user terminal 10 performs the download process (Step S3-1). Inthis case, the browser 11 displays the load view 504, which includes amessage indicating that the battle view data of a new round is beingdownloaded. With this configuration, the user can ascertain the downloadstatus.

In addition, in a case where the progress status of another userbelonging to the same group as that of the user or another user includedin the party is acquired from the management server 20, the browser 11displays the acquired progress status in the load view 504. With thisconfiguration, the user can ascertain the status of another user using atime taken for downloading.

(3) The user terminal 10 performs the intermediate result viewdisplaying process (Step S3-7). The intermediate result view 510includes the icons that are used by the user to select retirement orcontinuation of the game. With this configuration, the user canterminate the game in the middle of the rounds even if the user has notbeen defeated.

(4) The user terminal 10 performs the determining process on whetherthere are remaining rounds in the predetermined number of downloadedrounds (Step S3-5). In a case where it is determined that there areremaining rounds in the predetermined number of rounds (“YES” in StepS3-5), the user terminal 10 performs the specifying process of the nextround (Step S3-6). With this configuration, the game can continue usingthe battle view data accumulated in the browser memory.

On the other hand, in a case where there are no remaining rounds in thepredetermined number of rounds and the game continues, the user terminal10 performs the upload process on the progress data (Step S3-9).Specifically, the browser 11 of the user terminal 10 transmits theprogress data to the management server 20. With this configuration, thebattle view data of a new round can be acquired from the managementserver 20.

The above described embodiment may be modified as follows.

In the above embodiment, a predetermined number of rounds of the battleview data to be collectively transmitted by the management server 20 tothe user terminal 10 is constant, but the predetermined number of roundsis not limited to a fixed value. For example, the predetermined numberof rounds may vary according to the terminal attributes. In this case,the management server 20 stores a terminal attribute table. In theterminal attribute table, the predetermined number of rounds is recordedin association with the terminal attributes. In the terminal attributetable, the predetermined number of rounds in which usability such as awaiting time until the game starts is taken into consideration isrecorded in a terminal status. For example, in a case where aninformation processing speed or a communication speed in the userterminal 10 is high, the number of rounds is set to be large. Thecontroller 21 of the management server 20 performs a number of roundsdetermining process before the battle view data is transmitted.

The number of rounds determining process will be described withreference to FIG. 5.

First, the controller 21 of the management server 20 performs anidentifying process of a terminal attribute of the user terminal (StepS4-1). Specifically, the game management section 212 of the controller21 acquires attribute information of the user terminal 10 through thebrowser of the user terminal 10. Examples of the attribute informationmay include the OS version, the browser type, the terminal type, thecommunication circumstance, and the like.

Next, the controller 21 of the management server 20 performs aspecifying process of the predetermined number of rounds based on theterminal attribute (Step S4-2). Specifically, the game managementsection 212 of the controller 21 determines the predetermined number ofrounds using the terminal attribute table.

With this configuration, a plurality of pieces of battle view data canbe collectively transmitted while taking the usability for the game userinto consideration.

In the above embodiment, the predetermined number of rounds of thebattle view data to be collectively transmitted by the management server20 to the user terminal 10 is constant, but the predetermined number ofrounds is not limited to a fixed value. For example, the predeterminednumber of rounds may vary according to user attributes. In this case,the management server 20 stores a user attribute table. In the userattribute table, the predetermined number of rounds is recorded inassociation with the user attributes. For example, in a case where thenumber of times of using the game recorded in the game informationstorage section 23 is large or in a case where the character of the userhas a high level of skill, the number of rounds is set to be large. Thecontroller 21 of the management server 20 performs the number of roundsdetermining process before the battle view data is transmitted.

The number of rounds determining process will be described withreference to FIG. 6.

First, the controller 21 of the management server 20 performs anidentifying process of a user attribute (Step S5-1). Specifically, thegame management section 212 of the controller 21 acquires attributeinformation of the user by the game information storage section 23.Examples of the attribute information may include the number of times ofusing the game by the user, the level of the user, the various types ofparameter values configured in the character of the user, and the like.

Next, the controller 21 of the management server 20 performs aspecifying process of the predetermined number of rounds based on theuser attribute (Step S5-2). Specifically, the game management section212 of the controller 21 determines the predetermined number of roundsusing the user attribute table.

With this configuration, a plurality of pieces of battle view data canbe collectively transmitted while taking the user into consideration.

Further, an upper limit of the number of transmittable rounds may be setaccording to the terminal attribute. In this case, the predeterminednumber of rounds can be determined according to the user attribute at avalue equal to or less than the upper limit value of the number ofrounds.

In the above embodiment, the predetermined number of rounds of thebattle view data to be collectively transmitted by the management server20 to the user terminal 10 is constant, but the predetermined number ofrounds is not limited to a fixed value. For example, the predeterminednumber of rounds may vary according to the relationship between eachround and the proceeding or succeeding round thereof. In this case, thecontent storage section 24 stores relevance information of each round.In the relevance information, information to be used for identifying therounds to be collectively transmitted and rounds to be transmittable ina division manner is recorded. The controller 21 of the managementserver 20 performs the number of rounds determining process before thebattle view data is transmitted.

The number of rounds determining process will be described withreference to FIG. 7.

First, the controller 21 of the management server 20 performs anidentifying process of relevance between the last round and the nextround (Step S6-1). Specifically, the game management section 212 of thecontroller 21 identifies the battle view data of a predetermined numberof rounds. Next, the game management section 212 acquires the relevanceinformation between the last round of the battle view 505 and the nextround. In a case where the relevance is high, the next round is added toa transmission target. Subsequently, the operation in which the nextround is specified and a round having high relevance is added issequentially repeated.

Next, the controller 21 of the management server 20 performs aspecifying process of a predetermined number of rounds based on thecontent of the round (Step S6-2). Specifically, the game managementsection 212 of the controller 21 specifies the number of rounds counteduntil a round having low relevance is detected as the predeterminednumber of rounds.

With this configuration, the rounds having high relevance arecollectively transmitted, and can be continuously used in the userterminal 10.

In the above embodiment, in a case where the game is performed, thepredetermined number of rounds of the battle view data to becollectively transmitted to the user terminal 10 by the managementserver 20 is constant. The predetermined number of rounds is not limitedto a fixed value. For example, the predetermined number of rounds may bedetermined according to user's desire (a desired number of rounds). Inthis case, the game management section 212 stores an upper limit valueof the number of downloadable rounds according to the type of the game.The controller 21 of the management server 20 performs the number ofrounds determining process before the battle view data is transmitted.

The number of rounds determining process will be described withreference to FIG. 8.

First, the controller 21 of the management server 20 performs adetermining process of an upper limit value (Step S7-1). Specifically,the game management section 212 of the controller 21 specifies the upperlimit value of the predetermined number of rounds which can becollectively downloaded according to a desired game.

Next, the controller 21 of the management server 20 performs acalculation process of a required time that is expected to be necessaryfor the download (Step S7-2). Specifically, the game management section212 of the controller 21 calculates the required time necessary fordownloading rounds as many as the upper limit value according to theterminal attribute.

Next, the controller 21 of the management server 20 performs anacquisition process of the desired number of rounds equal to or lessthan the upper limit value from the user terminal 10 (Step S7-3).Specifically, the game management section 212 of the controller 21outputs a number of rounds determination view to the user terminal 10.The number of rounds determination view includes a setting columnthrough which the number of rounds to be collectively downloaded isinput. In the setting column, the number of rounds can be designated upto the upper limit value. In addition, the number of roundsdetermination view displays the required time which is expected to beneeded for downloading the rounds as many as the upper limit value. Therequired time thus expected is calculated by the game management section212 based on the amount of the battle view data and the terminalattributes (communication circumstance). The user sets the desirednumber of rounds to the setting column of the number of roundsdetermination view. In this case, the game management section 212performs a collective download using the number of rounds input in thesetting column as the predetermined number of rounds.

In the above embodiment, in a case where it is determined that there areno remaining rounds in the predetermined number of downloaded rounds(“NO” in Step S3-5), the user terminal 10 performs the intermediateresult view displaying process (Step S3-7). An output timing of theintermediate result view 510 is not limited to a time when the user winsthe battle of the predetermined number of rounds. For example, theintermediate result view 510 may be displayed in each round when theuser wins the battle.

In the above embodiment, the intermediate result view 510 includesintermediate result information, an achieved round count, and an iconfor checking the user of his/her willingness to continue with thebattle. The intermediate result information, the achieved round count,and an indication for asking a user's willingness of continuing with thebattle may be included in the load view 504.

The invention claimed is:
 1. A method comprising: by a controller,collectively transmitting game view data of a game involving multipleopponents and having a set of a plurality of rounds to a user terminal,the game view data corresponding to a first subset of rounds including apredetermined number of rounds in the plurality of rounds; identifying aterminal attribute of the user terminal; determining the predeterminednumber based on the terminal attribute; and responsive to detecting thatthe first subset of the rounds is completed, collectively transmitting,to the user terminal, game view data corresponding to a second subset ofrounds including the predetermined number of rounds subsequent to thecompleted rounds.
 2. The method according to claim 1, further comprisingtransmitting view data presenting intermediate result information to theuser terminal, responsive to detecting that the first subset of therounds is completed.
 3. The method according to claim 1, furthercomprising transmitting, to the user terminal, view data for checking auser of his/her willingness to continue with a battle, responsive todetecting that the first subset of the rounds is completed.
 4. Themethod according to claim 1, further comprising transmitting view datafor informing a user of an achieved round count to the user terminal,responsive to detecting that the first subset of the rounds iscompleted.
 5. The method according to claim 1, further comprising,responsive to detecting that the first subset of the rounds iscompleted: identifying a user related to the user who uses the userterminal; identifying a progress status of the game of the related user;and transmitting, to the user terminal, view data for informing progressinformation of the game of the related user.
 6. The method according toclaim 1, further comprising: retrieving a user attribute of the user whouses the user terminal; and determining the predetermined number basedon the user attribute.
 7. The method according to claim 1, furthercomprising: retrieving relevance to a newly transmitted round; anddetermining the predetermined number based on the relevance such thatthe subset of rounds includes a round having high relevance.
 8. Themethod according to claim 1, further comprising: specifying an upperlimit value of the predetermined number of the rounds in the game; anddetermining a desired number of rounds as the predetermined number whenthe desired number of rounds equal to or less than the upper limit valueis acquired from the user terminal.
 9. A computer, comprising acontroller operative to collectively transmit game view data of a gameinvolving multiple opponents and having a set of a plurality of roundsto a user terminal, the game view data corresponding to a first subsetof rounds including a predetermined number of rounds in the plurality ofrounds; identifying a terminal attribute of the user terminal;determining the predetermined number based on the terminal attribute;and responsive to detecting that the first subset of the rounds iscompleted, collectively transmitting, to the user terminal, game viewdata corresponding to a second subset of rounds including thepredetermined number of rounds subsequent to the completed rounds.
 10. Anon-transitory computer-readable storage medium with a program storedtherein for executing a method comprising: by a controller, collectivelytransmitting game view data of a game involving multiple opponents andhaving a set of a plurality of rounds to a user terminal, the game viewdata corresponding to a first subset of rounds including a predeterminednumber of rounds in the plurality of rounds; identifying a terminalattribute of the user terminal; determining the predetermined numberbased on the terminal attribute; and responsive to detecting that thefirst subset of the rounds is completed, collectively transmitting gameview data corresponding to a second subset of rounds including thepredetermined number of rounds subsequent to the completed rounds to theuser terminal.